Kickstarter fatigue?
In 2012 Kickstarter and crowdfunding rose to become the new, great hope for smaller independent studios. Campaigns were launched and millions were gained by those with an idea that was easy enough for gamers to appreciate and visualise (nostalgia, spiritual successors, and the likes are naturally easier to grasp).
Now there seems to be a lot less optimism. Chris Taylor expressed his disappointment as the Wildman campaign failed. Asking for $1.1 million for a rather novel (and hard to grasp) concept may seem like asking for too much, but in all honesty I doubt Gas Powered Games have been involved in a smaller production (budget-wise) in the last decade. If Kickstarter becomes a game of "how low can we go?", then it's very doubtful it will allow for the best possible game experiences to out of it.
Campaigns will fail on Kickstarter. Most of them will in fact fail. But for a while there it seemed every high profile developer who went on Kickstarter came out of it with a big bag of cash. Still, most of those bags are significantly smaller than the value of a publisher contract for a similar concept. The upside of this is easy to spot. If you manage to produce a game of high enough quality through this process - the developer comes out of it owning the IP and able to take a much larger cut of the profits when it goes on sale across various channels.
For example, had Project Eternity been signed by your typical game publisher - then Obsidian would have been paid for their work as they completed a set of milestone deliveries. Then as the game went on sale they would likely start getting royalty check once the game had sold a million or more copies.
The difference now is that Obsidian will make a large chunk of money with the first copy sold of Project Eternity on Steam (granted Valve takes a cut, but still, this is a far better scenario). Maybe some developers will have to go to the bank and take out a loan to complete their Kickstarter projects, but there is tremendous upside to owning your own work in the longrun.
So what about the fatigue? Are people growing tired of sending their money to projects on Kickstarter? That's probably true to some extent. We're still doing it, but as there are more projects to choose from and we still have yet to see most of the high profile game release - people are probably holding on to their cash a bit more. But looking at Dreamfall Chapters as a current example - there is certainly possibilities out there for developers who want to create something gamers know they want.

- Back from the Land of Sausages
- I'll never look at a sunflower the same.
- Sim City Social...
- Nintendo conference reflections...
- E3 - very much alive and kicking
- Sonic killed Alex Kidd
- Call of Duty fading?
- In anticipation of the Vita
- Events, events, and more events.
- Happy new year!
- The "new" Bejeweled Blitz
- Games make for great gifts
- Wheelin' and Dealin'
- High score moments
- Officially overwhelmed
- Simply obscene...
- More isn't always better...
- Corrupted save files...
- Do we dare get excited?
- GDC done... bring on E3!
- Getting my cosplay on...
- Lost in casual bliss...
- April's Fools...
- Sci-fi classics
- Gaming in the summertime
- Disc read error... [PS3]
- On Dark Athena... and E3
- My thoughts on The Pirate Bay
- Back from San Francisco
- At Game Developer's Conference...
- Swedish Award gossip
- Risk and rewards of Resident Evil 5
- A visit to Massive Entertainment
- What a gamer reads...
- Halo Wars controller blues...
- Everyday is like Sunday...
- What is old shall once again be new...


I've been very selective ever since the beginning and have only supported two projects between both kickstarter and indiegogo. It has to be a really good project, and preferably very rewarding pledge rewards. The project that I pledged the most to was in large because I would receive a full version final product, and before general distribution begins.
I think Kickstarter-campaigns may shift more towards campaigns where you are sort of preordering a full copy. By paying the companies now in full for a product, and then for them to develop that product as promised and send you your copy when they're done. That way developers may vet the interest and see indication of the actual sales a product will have even before initializing the more costly stages of production. This significantly reduces the financial risk involved with any product development for the companies, and it also properly rewards the customers and early adopters.